Abstract

In this thesis, realtime rendering optimisations
based on the reordering of data and changing of
data format are evaluated. The optimisations
include improved vertex cache utilisation, overdraw
reduction, improved vertex data read patterns and
conversion of inefficient triangle strips into triangle lists.
The improvements are evaluated
by integrating them into existing
high-level 3D graphics frameworks for embedded environments
such as M3G.
In particular, fast algorithms for reordering triangles
in order to improve the utilisation of vertex
caches are
studied. The memory usage and run time performance of the
algorithms are improved by making small compromises in the
end result.